Correct spelling mistakes.

This commit is contained in:
Edward Betts 2017-11-22 07:40:20 +00:00 committed by Zack Middleton
parent 14cb72f912
commit fe42b8653d
105 changed files with 212 additions and 212 deletions

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@ -329,7 +329,7 @@ int BotGetItemLongTermGoal(bot_state_t *bs, int tfl, bot_goal_t *goal) {
==================
BotGetLongTermGoal
we could also create a seperate AI node for every long term goal type
we could also create a separate AI node for every long term goal type
however this saves us a lot of code
==================
*/

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@ -2759,7 +2759,7 @@ bot_moveresult_t BotAttackMove(bot_state_t *bs, int tfl) {
bs->flags ^= BFL_STRAFERIGHT;
bs->attackstrafe_time = 0;
}
//bot couldn't do any usefull movement
//bot couldn't do any useful movement
// bs->attackchase_time = AAS_Time() + 6;
return moveresult;
}
@ -4862,7 +4862,7 @@ void BotCheckEvents(bot_state_t *bs, entityState_t *state) {
else*/
#ifdef MISSIONPACK
if (!strcmp(buf, "sound/items/kamikazerespawn.wav" )) {
//the kamikaze respawned so dont avoid it
//the kamikaze respawned so don't avoid it
BotDontAvoid(bs, "Kamikaze");
}
else

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@ -136,7 +136,7 @@ int BotPopFromActivateGoalStack(bot_state_t *bs);
void BotClearActivateGoalStack(bot_state_t *bs);
//returns the team the bot is in
int BotTeam(bot_state_t *bs);
//retuns the opposite team of the bot
//returns the opposite team of the bot
int BotOppositeTeam(bot_state_t *bs);
//returns the flag the bot is carrying (CTFFLAG_?)
int BotCTFCarryingFlag(bot_state_t *bs);

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@ -1260,7 +1260,7 @@ int BotAISetupClient(int client, struct bot_settings_s *settings, qboolean resta
if (restart) {
BotReadSessionData(bs);
}
//bot has been setup succesfully
//bot has been setup successfully
return qtrue;
}

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@ -1016,7 +1016,7 @@ void Bot1FCTFOrders_FlagAtCenter(bot_state_t *bs) {
}
}
}
else { //agressive
else { //aggressive
//different orders based on the number of team mates
switch(numteammates) {
case 1: break;
@ -1202,7 +1202,7 @@ void Bot1FCTFOrders_TeamHasFlag(bot_state_t *bs) {
}
}
}
else { //agressive
else { //aggressive
//different orders based on the number of team mates
switch(numteammates) {
case 1: break;
@ -1366,7 +1366,7 @@ void Bot1FCTFOrders_EnemyHasFlag(bot_state_t *bs) {
}
}
}
else { //agressive
else { //aggressive
//different orders based on the number of team mates
switch(numteammates) {
case 1: break;
@ -1513,7 +1513,7 @@ void Bot1FCTFOrders_EnemyDroppedFlag(bot_state_t *bs) {
}
}
}
else { //agressive
else { //aggressive
//different orders based on the number of team mates
switch(numteammates) {
case 1: break;

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@ -1376,7 +1376,7 @@ double fabs( double x ) {
* probably requires libm on most operating systems. Don't yet
* support the exponent (e,E) and sigfig (g,G). Also, fmtint()
* was pretty badly broken, it just wasn't being exercised in ways
* which showed it, so that's been fixed. Also, formated the code
* which showed it, so that's been fixed. Also, formatted the code
* to mutt conventions, and removed dead code left over from the
* original. Also, there is now a builtin-test, just compile with:
* gcc -DTEST_SNPRINTF -o snprintf snprintf.c -lm

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@ -899,7 +899,7 @@ static void PM_NoclipMove( void ) {
================
PM_FootstepForSurface
Returns an event number apropriate for the groundsurface
Returns an event number appropriate for the groundsurface
================
*/
static int PM_FootstepForSurface( void ) {
@ -1402,7 +1402,7 @@ static void PM_Footsteps( void ) {
old = pm->ps->bobCycle;
pm->ps->bobCycle = (int)( old + bobmove * pml.msec ) & 255;
// if we just crossed a cycle boundary, play an apropriate footstep event
// if we just crossed a cycle boundary, play an appropriate footstep event
if ( ( ( old + 64 ) ^ ( pm->ps->bobCycle + 64 ) ) & 128 ) {
if ( pm->waterlevel == 0 ) {
// on ground will only play sounds if running

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@ -210,7 +210,7 @@ typedef enum {
STAT_ARMOR,
STAT_DEAD_YAW, // look this direction when dead (FIXME: get rid of?)
STAT_CLIENTS_READY, // bit mask of clients wishing to exit the intermission (FIXME: configstring?)
STAT_MAX_HEALTH // health / armor limit, changable by handicap
STAT_MAX_HEALTH // health / armor limit, changeable by handicap
} statIndex_t;

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@ -69,7 +69,7 @@ void P_DamageFeedback( gentity_t *player ) {
client->ps.damageYaw = angles[YAW]/360.0 * 256;
}
// play an apropriate pain sound
// play an appropriate pain sound
if ( (level.time > player->pain_debounce_time) && !(player->flags & FL_GODMODE) ) {
player->pain_debounce_time = level.time + 700;
G_AddEvent( player, EV_PAIN, player->health );
@ -279,7 +279,7 @@ void G_TouchTriggers( gentity_t *ent ) {
}
}
// use seperate code for determining if an item is picked up
// use separate code for determining if an item is picked up
// so you don't have to actually contact its bounding box
if ( hit->s.eType == ET_ITEM ) {
if ( !BG_PlayerTouchesItem( &ent->client->ps, &hit->s, level.time ) ) {

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@ -48,7 +48,7 @@ void SP_info_player_deathmatch( gentity_t *ent ) {
}
/*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 32)
equivelant to info_player_deathmatch
equivalent to info_player_deathmatch
*/
void SP_info_player_start(gentity_t *ent) {
ent->classname = "info_player_deathmatch";
@ -377,7 +377,7 @@ void InitBodyQue (void) {
=============
BodySink
After sitting around for five seconds, fall into the ground and dissapear
After sitting around for five seconds, fall into the ground and disappear
=============
*/
void BodySink( gentity_t *ent ) {
@ -954,7 +954,7 @@ char *ClientConnect( int clientNum, qboolean firstTime, qboolean isBot ) {
}
G_ReadSessionData( client );
// get and distribute relevent paramters
// get and distribute relevant parameters
G_LogPrintf( "ClientConnect: %i\n", clientNum );
ClientUserinfoChanged( clientNum );

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@ -639,7 +639,7 @@ void SetTeam( gentity_t *ent, const char *s ) {
BroadcastTeamChange( client, oldTeam );
// get and distribute relevent paramters
// get and distribute relevant parameters
ClientUserinfoChanged( clientNum );
// client hasn't spawned yet, they sent an early team command, teampref userinfo, or g_teamAutoJoin is enabled
@ -921,7 +921,7 @@ void G_Say( gentity_t *ent, gentity_t *target, int mode, const char *chatText )
G_Printf( "%s%s\n", name, text);
}
// send it to all the apropriate clients
// send it to all the appropriate clients
for (j = 0; j < level.maxclients; j++) {
other = &g_entities[j];
G_SayTo( ent, other, mode, color, name, text );
@ -1062,7 +1062,7 @@ void G_Voice( gentity_t *ent, gentity_t *target, int mode, const char *id, qbool
G_Printf( "voice: %s %s\n", ent->client->pers.netname, id);
}
// send it to all the apropriate clients
// send it to all the appropriate clients
for (j = 0; j < level.maxclients; j++) {
other = &g_entities[j];
G_VoiceTo( ent, other, mode, id, voiceonly );

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@ -32,7 +32,7 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
Respawnable items don't actually go away when picked up, they are
just made invisible and untouchable. This allows them to ride
movers and respawn apropriately.
movers and respawn appropriately.
*/

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@ -145,7 +145,7 @@ void ProximityMine_Trigger( gentity_t *trigger, gentity_t *other, trace_t *trace
}
}
// ok, now check for ability to damage so we don't get triggered thru walls, closed doors, etc...
// ok, now check for ability to damage so we don't get triggered through walls, closed doors, etc...
if( !CanDamage( other, trigger->s.pos.trBase ) ) {
return;
}

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@ -180,7 +180,7 @@ qboolean G_TryPushingEntity( gentity_t *check, gentity_t *pusher, vec3_t move, v
}
// if it is ok to leave in the old position, do it
// this is only relevent for riding entities, not pushed
// this is only relevant for riding entities, not pushed
// Sliding trapdoors can cause this.
VectorCopy( (pushed_p-1)->origin, check->s.pos.trBase);
if ( check->client ) {
@ -424,7 +424,7 @@ void G_MoverTeam( gentity_t *ent ) {
obstacle = NULL;
// make sure all team slaves can move before commiting
// make sure all team slaves can move before committing
// any moves or calling any think functions
// if the move is blocked, all moved objects will be backed out
pushed_p = pushed;
@ -718,7 +718,7 @@ void InitMover( gentity_t *ent ) {
qboolean lightSet, colorSet;
char *sound;
// if the "model2" key is set, use a seperate model
// if the "model2" key is set, use a separate model
// for drawing, but clip against the brushes
if ( ent->model2 ) {
ent->s.modelindex2 = G_ModelIndex( ent->model2 );
@ -1279,7 +1279,7 @@ void Reached_Train( gentity_t *ent ) {
vec3_t move;
float length;
// copy the apropriate values
// copy the appropriate values
next = ent->nextTrain;
if ( !next || !next->nextTrain ) {
return; // just stop

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@ -391,7 +391,7 @@ void G_ParseField( const char *key, const char *value, gentity_t *ent ) {
G_SpawnGEntityFromSpawnVars
Spawn an entity and fill in all of the level fields from
level.spawnVars[], then call the class specfic spawn function
level.spawnVars[], then call the class specific spawn function
===================
*/
void G_SpawnGEntityFromSpawnVars( void ) {

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@ -102,7 +102,7 @@ void Use_Target_Delay( gentity_t *ent, gentity_t *other, gentity_t *activator )
}
void SP_target_delay( gentity_t *ent ) {
// check delay for backwards compatability
// check delay for backwards compatibility
if ( !G_SpawnFloat( "delay", "0", &ent->wait ) ) {
G_SpawnFloat( "wait", "1", &ent->wait );
}

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@ -336,7 +336,7 @@ Any entity that touches this will be hurt.
It does dmg points of damage each server frame
Targeting the trigger will toggle its on / off state.
SILENT supresses playing the sound
SILENT suppresses playing the sound
SLOW changes the damage rate to once per second
NO_PROTECTION *nothing* stops the damage

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@ -918,7 +918,7 @@ static void KamikazeRadiusDamage( vec3_t origin, gentity_t *attacker, float dama
continue;
}
// dont hit things we have already hit
// don't hit things we have already hit
if( ent->kamikazeTime > level.time ) {
continue;
}
@ -978,7 +978,7 @@ static void KamikazeShockWave( vec3_t origin, gentity_t *attacker, float damage,
for ( e = 0 ; e < numListedEntities ; e++ ) {
ent = &g_entities[entityList[ e ]];
// dont hit things we have already hit
// don't hit things we have already hit
if( ent->kamikazeShockTime > level.time ) {
continue;
}